Fickle mercenary
Fickle Mercenary
A fickle mercenary is a four-legged, two-armed creature with silvery skin and golden eyes.
Fickle mercenaries are moderately smart, and can speak.
Fickle Mercenary Paragon — 98 points
| |
AD 2 GD 4 Will 1 HP 2 Toughness 7 | |
Muscle 5 Accuracy 1 Save DC 4 Magic Power 3 | |
Stealth 1 Perception 2 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Angel ], [ Black ] | |
Movement 24 meter land speed with 0.5 meter jump distance. 12 meter swim speed with 10 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 320 kilograms Weight 1200 Kilograms | |
Basic Specialties Stubborn, Offensive, Brutal, Powerful, Sturdy | |
Advanced Specialties Aggressive 2, Stealthy, Perceptive, Sturdy 2 | |
Extras Big, Might & Magic 2 |
Fickle mercenaries have two hands, and their unarmed attacks deal 1d6+5 damage (Muscle included).
The fickle mercenary has a Heavy Magic-Damage Void Line weapon which it can project from either of its palms: it deals 1d6+2 Void damage (Magic Power included) to every hit target in a 40 meter line extending from the fickle mercenary. The line passes through obstacles without difficulty.
Fickle mercenaries are easily bought: anyone can demand the services of a specific fickle mercenary by taking a lesser action to ask for its allegiance while within its hearing and spending 4 Sacrifice Energy. Fickle mercenaries always serve their latest master fully and completely.
When a character would project an Avatar of a member of its party, and it could choose to project an Avatar of a fickle mercenary if it had one in its party, it can choose to project any non-busy fickle mercenary. This does not confer the mercenary's allegiance.
Advancement
Pact of Egalitarianism (20 points): The fickle mercenary gains an Advanced Specialty, and can form a Pact of Egalitarianism, which grants the other creature the mercenary's Void Line weapon (which deals 1d6-1 Void damage before Magic Power is applied), but requires them to offer their services to anyone willing to pay: anyone can ask for the creature's allegiance while within its hearing as a lesser action by spending 4 Sacrifice Energy. The creature is obliged to obey for 3 rounds or until someone else buys its allegiance, whichever comes first. The penalty for Breaking the Pact is a 6 energy Personal Sacrifice.